KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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ConveyorButton.h
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1// Copyright (c) 2025 Doppleddiggong. All rights reserved. Unauthorized copying, modification, or distribution of this file, via any medium is strictly prohibited. Proprietary and confidential.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "NetworkData.h"
7#include "GameFramework/Actor.h"
8#include "ConveyorButton.generated.h"
9
10UCLASS()
11class ONEPIECE_API AConveyorButton : public AActor
12{
13 GENERATED_BODY()
14
15public:
17
18protected:
19 virtual void BeginPlay() override;
20 virtual void GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const override;
21
22public:
23 virtual void Tick(float DeltaTime) override;
24
25 UFUNCTION()
26 void InitConveyorButton(const FResponseReadResult& result);
27
28 // Get Func
29 bool GetIsButtonOn();
30
31protected:
32 // Components
33 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
34 TObjectPtr<class USceneComponent> RootSceneComp;
35
36 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
37 TObjectPtr<class USkeletalMeshComponent> ButtonMeshComp;
38
39 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
40 TObjectPtr<class UInteractableComponent> InteractableComp;
41
42 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
43 TObjectPtr<class UWidgetComponent> WidgetComp;
44
45 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
46 TObjectPtr<class UBoxComponent> BoxComp;
47
48 // Conveyor Belt Actors
49 UPROPERTY(Replicated, VisibleAnywhere, BlueprintReadOnly)
50 TArray<class AActor*> ConveyorBeltActors;
51
52 // Interaction
53 UFUNCTION()
54 void OnInteractionTriggered(AActor* Interactor);
55
56 UFUNCTION()
57 void OnOutlineStateChanged(bool bShouldShowOutline);
58
59 UPROPERTY(Replicated)
60 bool bIsButtonOn = false;
61};
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